From 682db83528ab55344d6f98f1399b51ec4d1b0f65 Mon Sep 17 00:00:00 2001 From: Ovahlord Date: Thu, 11 Apr 2019 20:36:34 +0200 Subject: [PATCH] Core/Transports: do not teleport players via opcode when the transport is still on the same map. The client handles that on his own --- .../game/Entities/Transport/Transport.cpp | 19 ------------------- 1 file changed, 19 deletions(-) diff --git a/src/server/game/Entities/Transport/Transport.cpp b/src/server/game/Entities/Transport/Transport.cpp index 01f8eb040fe..8ed578ef6ab 100644 --- a/src/server/game/Entities/Transport/Transport.cpp +++ b/src/server/game/Entities/Transport/Transport.cpp @@ -1101,25 +1101,6 @@ bool MapTransport::TeleportTransport(uint32 newMapid, float x, float y, float z, else { UpdatePosition(x, y, z, o); - - // Teleport players, they need to know it - for (PassengerSet::iterator itr = _passengers.begin(); itr != _passengers.end(); ++itr) - { - if ((*itr)->GetTypeId() == TYPEID_PLAYER) - { - // will be relocated in UpdatePosition of the vehicle - if (Unit* veh = (*itr)->ToUnit()->GetVehicleBase()) - if (veh->GetTransport() == this) - continue; - - float destX, destY, destZ, destO; - (*itr)->m_movementInfo.transport.pos.GetPosition(destX, destY, destZ, destO); - TransportBase::CalculatePassengerPosition(destX, destY, destZ, &destO, x, y, z, o); - - (*itr)->ToUnit()->NearTeleportTo(destX, destY, destZ, destO); - } - } - return false; } }